The Fifth Archdaemon

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So my group has gotten together a few times to play a campaign that my DM is just absolutely in love with.

But there are some major problems - first off, almost all of our characters are diplomats (high charisma, low combat ability)

All of our character hate one another pretty deeply, our DM wouldn't let us discuss our characters before hand so we made really conflicting personalities.

(fair example of this: we have a gnome amongst us that hates uncommon races [basically anything not the core book], the rest of us are all uncommon races.....)

I can appreciate a good conflict amongst a group but our personalities are so adverse it's hard to even work together.

He won't let us remake the characters either to try and find a better balance. (which is understandable but frustrating)

The singular worst part about it however is that the campaign is completely boring. The only one having any fun whatsoever is the DM himself.

Our group whispers to me about how much they hate it but then no one is willing to back me up when I try to bring it up. (I'm our groups other DM so they usually use me to balance him and Vice-verse)

What have you guys done in similar situations that might help me figure out how to deal with this issue.


Tom S 820 wrote:
williamoak wrote:
There's no swarms, they're just really weak undead. But yeah, death is still a risk.
Swam are # 4 on the list.

I think he meant there are no swarms within the items he was describing. not within the dungeon entirely.


williamoak wrote:

Good idea to delay the fighting.

One thing I want to include to show them to be "wise" is to include some phantom armor/hollow helm combos. Just to make sure they control their greed.

I'm not sure I'm familiar with these, could you explain them briefly to give me a better idea?


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Okay, so the first room I was thinking about doing something very simple.

They start at the top of a 40ft platform, in complete darkness. Their goals are to create a light source, then climb down from the platform to the floor below.

On the floor below they will come across a door that is locked with three magic locks. The locks will open once a riddle is answered.

The idea for this room is pretty basic, get them to work together, start thinking outside the realm of reality, use their tools wisely, and to start actually role playing.

I figured the fighting could start in Room Number 2.


So, in a deep want to push forward with this. It's time for a creation movement.

We need 2000 exp on level 1 to get us to level 2. (this is kinda a duh moment)

What are your guys' "Must have basics" for beginning players. Traps, monsters, and other exp gaining events that will get the basics through to my young noobs.

I'm pretty sure Zombies, Skeletons, and Goblins will all make a wonderful appearance in this first level.

But this first level is a basic MUST KNOW list.

what do you guys have for me?


GAH! Thank you, I really would have forgotten that. Probably wise to make sure I Include the skills in the early levels as well. things like climbing and such.


Thanks Fluffykins, That's a good basis to work with. I agree with idea and separation just need to make sure we cover all the rules in these 5-levels.


Thanks for the offer, I will be taking you up on your generosity.


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So I was thinking about creating a simple campaign with a very large magical dungeon.

Let's call it the "Test of the Tesseract" or something. Names not important.

Basically it would be a super dungeon of sorts. There would be 5-levels to the dungeon, each level also represent a Level of the characters.

Basically 4- level 1 characters on the first level. Second level they would be level 2 and so forth and so on.

The idea of the campaign isn't really to set up some expansive story, but mainly to help the Players and the DM both get familiar with the extensive rules of Pathfinder and all of it's glory.

The main idea is that, at the end of this dungeon, you would be able to cleanly run any of the standard adventures with no problem because your players would be familiar with all of the rules and you as a DM would be familiar with not only the rules but how to keep a game flowing.

Simple rules for the terms of creation would be.
Level 1 should keep the idea that this is to help introduce new people to the game as well as help more experienced player truly polish there skills.

Each level is "magical" so if the main things to learn on that level is "mass combat" (like a battlefield) then that level could easily become a battlefield.

What do you guys think? has this been done already? Could you guys help me out with it?


SO, recently I've been hitting a wall with my usual group of RP friends. We've all been stressed from life, which is understandable, but instead of using the group for fun they've started bringing there personal irritations to the table.

Now, I'm no saint. I'm guilty of letting a bad day affect my character play, but recently it's getting worse and worse.

Our current GM (we shuffle between 3 of us) is letting arguments with his wife (another player of ours) interfere with his storytelling. There daughter is running around constantly causing a ruckus (because they refuse to get a babysitter). And these two have started snapping at everyone for no reason.

To make matters worse, the current campaign is rather slow and boring, and when we start goofing off (mainly to keep ourselves awake) we are berated for being "Disrespectful to the GM" even though he's usually just starting to figure out the current encounter.

My point is. the reason I started role playing was to have fun, and hang out with my friends. But recently it's all become more of a weekly chore than the adventures we used to have.

I've been thinking about getting some other friends that are interested in playing and starting a secondary group just to lighten things up and get back to having fun.

Is this in anyway a betrayal? Would I be negatively affecting the my current friends by trying a new group and introducing some new blood?


Ciaran Barnes wrote:
I would present the flaco(u)r of each nation and have the players agree on one. Its kind of exciting when all an entire group agrees on a theme. But for sure I would let them choose their own class and race.If you are clever with the descriptions you should be able to covertly steer them towards certain classes and races anyways.

I'm not sure what the big deal with this is. Every DM I've ever had has had at least one campaign where they designed the characters, and my groups have never had a real problem with it. I had one of my favorite characters come from this.


What are some of the best traps for things like this?


Gator the Unread - The wars will continue outside of this event, so it would not be wise to send their greatest warriors into a contest with no guarantees. This was their chance to send their most promising, not most accomplished.

Each room is going to be a self contained event. Sometimes it will be a normal room, a market place, a wilderness, a trap, and anything else.

They will start at level 1 and complete the adventure at level 5. After this time I have another story in the works for them. Any attempted tampering by an outside force will be met with harsh action by the caretakers.

Vamptastic: thanks for the suggestion, I'll play with it a bit.

Valandil Ancalime: I would in most cases agree that a DM shouldn't make this call for their players, however this time it is done with reason. My group has almost no time for sessions, so I talked to them about the basics of the idea and they all agreed to let me create their characters so that we could jump right into the first session. They'd rather spend time role-playing instead of character creating. That and the fact that, to be honest, they aren't all that creative. Most of their groups are the same four characters over and over again (Ranger, Wizard, Rogue, Paladin). I'm trying to get them to extend their comfort ranges.


Silent Saturn: thanks for those, that's awesome! I love The Demon Door idea, and the vending machine statues. Genius suggestions my friend!


Hello all!

I'm beginning to home-brew an adventure that as of right now I'm calling "The Murder-World"

Basically there is a land of 4 kingdoms whom are at constant war with one another. The "Gods" see this strife an devise a competition to end the fighting.

The "Gods" build a giant labyrinth, meant to test those that enter it an allow only the worthy to pass. The Labyrinth is basically a giant Stone Box with four entrances, and giant murals covering it's sides.

The Labyrinth appears in the middle of the ocean with it's Angelic caretaker. The Caretaker tells the four kingdoms to "assemble a team of four champions, and send them forth in four months time to the Labyrinth. Then they will enter the Labyrinth, the victors shall exit with the power to end your wars."

The story takes place at the end of this 4 months time, The champions are assembled, the teams are ready and the contest is about to begin.

What I'm going to do is pre-assemble the four teams of four characters, based on their starting kingdoms. I will then allow my players to vote and pick one of the teams. I will take control of the three others.

I need help assembling what will be the Labyrinth, Suggestions on traps and monster and dangers to help them gain experience.

I'd also like suggestion on the four teams. I have some ideas, which i will list after this, but I'm always open to suggestions.

I don't want to use Samurai or Cavaliers as there requirement on steeds.

Team-1 (No Arcane)
Gunslinger
Cleric
Fighter
Rogue

Team-2 (Eastern Kingdom)
Alchemist
Ninja
Monk
Sorcerer

Team-3 (The Wild Ones)
Witch
Druid
Ranger
Barbarian

Team-4 (The Holy Empire)
Paladin
Cleric
Bard
Wizard

These are the basics I'm working with, I'm open to suggestions.

Please and Thank you!

-Glitch-


Vestrial: I respectfully disagree.... shadow-strike isn't that great, a non-lethal touch attack? The dazzle isn't bad but with two exceptions of low-light and dark-vision.

But extending duration, possible increasing damage (for certain spells) and increasing that ability to overcome spell resist??? with a character that thrives in darkness? If I tune my spell list right this can be really nice.

Ben Linus
Bfobar
InVinoVeritas
- It's good to know this build has worked out well for others, including being fun to play - Always a goal.

Is there a reason any of you would suggest not going Fetchling as race?


Hawktitan wrote:

Umbral not Umbra, just to clear the confusion and of anyone who is looking up the bloodline.

Wildblooded bloodline of Shadow.

http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/s orcerer.html

He is correct, It is Umbral. Once again, my bad.


Vestrial wrote:
KillerGlitch wrote:

The reason I'm doing a sorcerer is because of the advantages of the bloodline.

I'm aware of the disadvantages of not optimizing, but I'm simply not that kinda of player. I want a character I can just be fun and kinda bad ass. Not the max dps.

That's why I'm not worrying about the best strength build, or largest possible BAB...

What are you getting for umbra? I can't find it anywhere.

It's basically the Shadow Bloodline, with the exception of the

Bloodline Arcana: Whenever you cast a spell in an area
of dim light or darkness, your effective caster level is
increased by 1.

and the

Bloodline Powers: Your shadow magic is more defensive
than offensive.
Cloak of Shadows (Sp): At 1st level, as a standard action,
you can grant one target a cloak of shadows. This cloak
gives the target a bonus on Stealth checks made in areas of
dim or no light equal to 1/2 your sorcerer level for 1 round
per 2 sorcerer levels you possess (minimum +1 bonus for 1
round). You may use this ability a number of times per day
equal to 3 + your Charisma modifier. This bloodline power
replaces shadowstrike.

I know I'm giving up shadow strike, which is sad. But the increased caster level, when in dim-light. MIXED with arcane Tricksters abilities is just to tempting to dismiss outright.


The reason I'm doing a sorcerer is because of the advantages of the bloodline.

I'm aware of the disadvantages of not optimizing, but I'm simply not that kinda of player. I want a character I can just be fun and kinda bad ass. Not the max dps.

That's why I'm not worrying about the best strength build, or largest possible BAB...


Hawktitan wrote:

You will need 4 levels of summoner. I suspect you knew that, but your math needs tweaking - Ninja 1 - Summoner 2-5 -> Ninja 6-7 -> Arcane Trickster.

I think sorcerer would be better since a summoner is one of the classes most hurt by multiclassing. Going Arcane Trickster wouldn't progress the Eidolon or your sla summoning (by RAW, of course you can get your GM to say that it can so make sure to clear it with him first if that is your intent).

God, MY bad. I Meant Sorcerer. I'm helping a friend come up with his character, and he's thinking of doing a summoner/samurai halfling. using his eidolon as a mount...my extreme bad...

Sorcerer and Ninja! and I'll make sure to get Sorcerer till 5.

So, Ninja -1 , Sorcerer 2-5, back to ninja till 7 (possibly 8).


This is GREAT info guys, Thanks to all of the advice.

If you all would be so kind as to suggest some Feats I would be EXTREMELY grateful

I am going to be leveling as a Ninja 1 -> Summoner 2-4 -> Ninja 5-6 then into Arcane trickster.

Anymore suggestion are appreciated.

Thanks!


Can I ask some pretty simple questions first? Like What are they a Cult of, and what kind of Cult are they.... Like are if they are a religious cult what is making them different than just being a "church" of their god


the two reason I don't want to go Magus is that I'm already going to be playing a Magus ( I don't like repeating characters often)

AND a more logical reason is that I'd lose the Shadow (umbra) bloodline, which gives me A LOT of bonus stealth magic.

I've seen "Arcane Trickster" mentioned a few times and after looking at it I'm thinking I'll be going that way. It's a great combination of what I want.

I guess the real question now, for me to decide and you awesome people to help with, is what level should I go into Arcane Trickster?

I'm thinking I'm going to do alternate levels of Sorcerer and Ninja till 10 then transfer into trickster. Starting with Sorcerer.


It wasn't really my intent to do such a thing but I could see it going that way...

but the good news is I'm seeing this come together...I can see it working...with some thought put into it


I guess what I'm looking for is more of an Arcane Assassin type thing. A good Melee punch but with a magically inclined bag of tricks if you will.

I want to have a good magic attack as most of my melee damage would be coming from sneak attack.

My spells would be assisting in this, focusing on stealth and illusion spells to keep me sneaky and hidden so I can sneak attack like crazy.


Help from anyone??? please???


My friend is starting up Carrion Crown in the next few months and he and I have (in usual fashion) started building character really early (we're kinda really nerdy like that).

I came up with an idea (after some help from these message boards) to do an Umbral Sorcerer, Fetchling.

This makes me one sneaky S.o.B.

After discussing it with my friend we came up with the idea of duel classing me into ninja and making me a Sorcerer/Ninja (magical assassin?)

Now most of my fellow players really focus into "optimizing", this isn't something I personally care for. I like letting the character flow more naturally and discover feats and stuff as the character feels it's necessary for the story.

BUT this is entirely new ground for me and I could use some help. I'm starting with Umbral Sorcerer because of my back story and was hoping you guys could help me figure out when it would be best to start the duel classing, what should I look into getting.

Any help at all would be great!


Cartmanbeck: Thank a ton! that's an awesome guide and super helpful.

Mplindustries: I'm considering the undead one as well but it's all kinda up in the air ATM


Hello Pathfinders!

This is my first post and tbh I'm finding these forums a bit tricky to navigate.

However! I would like some advice regarding a sorcerers bloodlines.

My friends is putting together a campaign (Carrion Crown) and was talking to me about playing a Sorcerer. (he's played multiple while I've played none)

I thought about using the Fetchling Race and while reading about them noticed they often served "Umbral Dragons"

Now I was thinking of using the Dragon bloodline and was wondering if Umbral Dragons have ever been added to the bloodline list? Is there a way to addhoc the rules? Has this been written anywhere or has anyone come up with this before???

Please help asap and thank you for the interest.